Yes, I've run it a few times. Well, more than a few times. I love the adventure. But, a key mystery is the brooch that the players steal from the library. I always try to come up with creative ways to get the players interested in breaking into the library.
My most successful attempt involved starting the players who had just come together after one of them lucked into a subsidy for the March Harrier and her route from Oberlindes. I made this a Muster Out benefit for one of the PCs. If they rolled a "ship", then that person was the actual person with the connection and had landed the subsidy.
As we started play, the group had no Navigator. I made Gvoudzon a Navigator, and while play, through role play, the players hired him (and a new player joined the game). I brought this second player in on game night two, and I prepped him by telling him how fixated his character is on this broach.
It was through the roleplaying of this new player that he convinced the rest of the group that something was fishy about the broach. Then, I hammed it up with Erneri Giilaan came calling--the Naval Intelligence guy.
All that together convinced the players that they could break into the museum, grab the broach, and get out--and no one would be the wiser (we actually ended up having a running fight to the starport where the March Harrier blasted out of orbit just ahead of the local police).
The biggest push to break the subsidy route wasn't a profit motive, as in the adventure. It was the desire for the crew to stay ahead of the all-points-bulletin that went out ordering law enforcement to seize the ship and hold it for the local Marquis of Aramis.
We had a great time.
Of course, every time I've run the Traveller Adventure, I've enjoyed it.
My games always go off in wild directions. I play off the players. Let them control their destinies (to a point!). So, I've yet to have the Traveller Adventure be played the same way twice.